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BlazesRus

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BlazesRus

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About this mod

Scans xml behavior file and creates comments on it for easier editing of behavior files.
Also has other features that have added/am adding such as adding VariableData to file in current version.
(New C++ version doesn't have all features of my old java version but currently working on adding more features such as creating BHV xml fr

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Changelogs
BlazesBehaviorFileMerger(Old CommandLine based tool made for classic Skryim)
Current Version: 0.54 Beta
Function:
Use to scan XML behavior file(s) and perform functions on them via pseudo-script style text format files (with my pseudo-script commands in lines)

Use:

Open with my program on text format file with commands in it (for ease of use can save with .BlazesBHVSchem file format and just permanently save open with my program)

Pseudo-Script Schem Command Documentation:
[PrimaryBHV=???]    = Sends info of ??? to variable PrimaryBHVPath (Main/Primary Behavior File)
[SecondaryBHV=???]    = Sends info of ??? to variable SecondaryBHVPath (Secondary Behavior File)
[CommandModeVersion="TagNodeTree"] or [CommandModeVersion="2"] = Sets config to use only new TagNodeTree versions of code any other arg2 value sets CommandModeVersion back to 0(Default ActionClass based code)
[CMD:DisplayPrimaryBHVStats]  = Sends command to scan then display most Variable Data stats of Primary Behavior File to Console then pauses 
[CMD:LoadPrimaryBHV] = Reset current data and Load Primary BHV File (Based on CommandMode);Will be required for most new Commands designed for editing file(Scans then loads to memory;Data editing will be based on which variable data is loaded to)
[AddVariable:(VariableName,VariableType,VariableValue)]  = Adds Variable with name of VariableName, Type of VariableType(can use bool,int,or double instead of actual equavalent values), and variable Value of VariableValue (for bool accepts true or false) in int form (Only coded for CommandMode==2)
[CMD:ReorganizeBHVTreeBasedOnUsage] = Reorganzie Primary BHV File Loaded based on Usage
[ConstructFileFromData:"FilePath"] or [ReconstructFile:"FilePath"]= Recontruct Primary BHV file at target location (or reconstruct but post to console if FilePath =="")

Schem Script Syntax Rules to Note:
-Limited to one command per line(For now anyway;Easy to change to allow multiple per line if requested)
-All XML and c++ style comments ignored
-Parenthesis are ignored in arg2

Commands on next Release:
[CMD:ReorganizeBasedOnUsage] = Reorganize ActionData part of BHVData based on usage(havok classes used placed in front similar to how character behavior file is organized)
[CreateFileFromData:"FilePath"] = If FilePath not "", creates File from Primary BHV File data loaded. Otherwise, displays BHV data to console.
[ConstructFileFromData:"FilePath"] = Alias for CreateFileFromData

Commands working on after next release:
[CreateHavokLinkageTree:"FilePath"] = Creates file displaying usage of havok class params to other havok classes (mainly for helping me understand format of file)
[CMD:CreateLinkedHTML] = Output HTML File version of Primary BHV file with links with havok classes and alt display of index names and such

Commands for later:
[CMD:CombineBHV] = Sends command to program to combine Files (still need to output with command afterword to use)
[CMD:CreateBlankBHV] = Create almost blank behavior file
[CreateFileWithComments:"Filepath"] = Create commented file similar to how my java version of program create xml file with comments


Requirements:
7Zip or similar archive extractor
Visual Studio 2013 Redistribution? (Programmed with Visual Studio 2013 Professional in C++)
64 Bit Computer (and enough Ram)
BHV XML file created from Josh's Skyrim Behavior Behavior File Patcher, hkxcmd_1_4-1797, or similar (not refering to actual biovision .BHV files)

List of links to other havok or BHV file related tools:
http://www.nexusmods.com/skyrim/mods/11811/
http://www.nexusmods.com/skyrim/mods/15906/
http://davedub.co.uk/bvhacker
https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture
http://hubpages.com/games-hobbies/How-to-Play-as-Monsters-In-Skyrim
(Placeholder for me to place links later)


Changelog:
0.54Beta:
[CMD:ReorganizeBasedOnUsage] function added
[ConstructFileFromData:"FilePath"]/[ReconstructFile:"FilePath] function added
Added modular file opening feature(.nif opened with program will create NifDataStored.txt with listed Nif Node Data at program location for now)
Opening Program with no FileParam will (clicking program exe by itself) will open any skeleton.nif at program location
Partial Nif Node Data Code set up(Node data not fully scanned and moved to MeshDataNodeTree yet) 

0.53 Beta:
Modified [AddVariable] command to ignore '(' and ')' inside arg2 param

0.52 Beta:
Added [AddVariable:(VariableName,VariableType,VariableValue)] command (Only coded for CommandMode==2 for now)

Finished transfer of VariableData code for CommandMode==2 [CMD:DisplayPrimaryBHVStats] now displays bool values as True or False and now displays all main variable values for CommandMode==2

Added [CMD:LoadPrimaryBHV] = Reset current data and Load Primary BHV File (Based on CommandMode); Will be required for most new Commands designed for editing file(Scans then loads to memory;Data editing will be based on which variable data is loaded to)

0.51 Beta:
Added Missing functionality to DisplayPrimaryBHVStats(did nothing before since forgot to code it in before releasing)

Note:For TagNodeTree version of code doesn't display some values right (Error found in .51 Beta: Initial Value is Scanned in Command Mode==2 but not info from VariableType data;Use CommandStage==0 for now)

Added [CommandModeVersion="TagNodeTree"]  command to tool

0.5Beta:
Released new C++ coded tool to Nexus


Esp Editing library:
https://github.com/WrinklyNinja/libespm
(Fallout New Vegas esp documentation):https://github.com/TES5Edit/fopdoc

Link to Companion Mod for Testing(Start game in non-Skyrim worldspace and disables most vanilla quests and npcs at start):
BlazesRus's Modder's Start : (PlaceHolder for Link)
Note:Will also act as living graveyard for "dead" non-respawning non-created creatures and NPCs (non-created = mod ID of not FF)
Most npcs sent to my world after dead will have race changed to one of my testing races (space will be added to mod to "revive" them and give them back old race)
Will Require SKSE and my own plugin to save to file their old race (saving to file to save ram) 


C++ Source Release Section
(Placeholder)


C++ Source Release Change-log
(Placeholder)
Template for log:
(Date American Format):(Info for changes/releases)


Other Optional Files Change-log and Info Section
-Source for QT and QHull in optional file section (and links to web pages to download from distributor is/will be stated in licenses info file)

Changelog:
(Dec 21, 2015) - Releasing Sample Scripts as separate download

Thanks to harvengure for helping edit my long description and such